Nanobots: Early Bots 3.0


Personal construction nanobots with quality support - Enhanced Performance Edition Personal nanobots for construction, repair, and turret ammo delivery - no roboports needed! Features quality support, combat automation, statistics GUI, and megabase optimization. Fully compatible with Factorio 2.0 and Space Age.

Content
18 days ago
2.0
2.04K
Logistic network

FAQ

Auto-Defense

Q: Turrets not refilling automatically?

Check in order:
1. Press Alt+G - system must be ENABLED (or enable "Auto-Enable on Combat")
2. Press Alt+N - turrets must be within the green square
3. You must have compatible ammunition in your inventory
4. Laser turrets don't use ammo
5. Settings - Per Player - verify turret type is enabled

Q: I just placed a turret and it stays empty?

The system fills empty turrets automatically - the default threshold is 5, meaning any turret with fewer than 5 rounds (including 0) triggers a refill. If it doesn't fill, check the points above. Also note that the system scans a few turrets per cycle (default 5), so with many turrets placed at once it may take a few seconds to reach all of them.

Q: System delivers wrong quality ammo?

Settings - Per Player - Ammo Quality Priority:
- "Best Quality First" = uses legendary/epic first
- "Worst Quality First" = uses normal quality first (saves good ammo)

Q: Why uranium rounds when I have basic magazines?

Settings - Per Player - Ammo Type Priority:
- "Best Damage First" = strongest ammo first (uranium - piercing - basic)
- "Worst Damage First" = weakest ammo first (saves expensive ammo)

Q: What's the difference between Combat Priority Mode and Auto-Enable?

  • Combat Priority Mode changes WHICH ammo to use (best in combat, your settings in peace)
  • Auto-Enable on Combat turns the SYSTEM on/off based on enemy presence

You can use both together, one, or neither.

Q: Artillery turrets empty but not refilling?

Artillery has separate settings. Check Settings - Per Player - Artillery: Refill Threshold. Default is 1 (refills when completely empty).

Q: Too many turrets, game lags?

Settings - Global:
- Increase "Scan Interval" from 60 to 120+ ticks
- Decrease "Max Per Scan" from 5 to 3 or less
- Enable "Adaptive Scan" to auto-adjust based on combat


Ammo and Warnings

Q: "Auto-Defense paused: Termites loaded" warning?

Auto-defense only works with Nano Constructors. If termites or other ammo is loaded in the nano-emitter, the system pauses. Switch to constructors to resume.

Q: "No nano charges! Insert ammo" warning?

The nano-emitter is equipped but the ammo slot is empty. Load nano constructors or termites.

Q: Warnings are too frequent / annoying?

Settings - Per Player:
- Set warning threshold to 0 to disable low charge warnings completely
- Adjust warning interval (10 sec / 30 sec / 1 min / 2 min / 5 min / off)
- Set wrong ammo warning interval to 0 to disable


Nanobots and Roboports

Q: Nanobots don't work when I have regular robots in inventory?

This is controlled by "Disable nanobots in logistic networks" setting (Settings - Global):
- Enabled (default) - nanobots don't work when regular robots are available
- Disabled - nanobots always work regardless of regular robots

If the setting is enabled, you can still use nanobots by:
1. Toggling off your personal roboport (Alt+F or shortcut bar button)
2. Removing robots from inventory
3. Disabling the setting

Q: I toggled off my personal roboport but nanobots still don't work?

Make sure you're using the in-game toggle (Alt+F or the button in shortcut bar), not removing the roboport from armor. The system checks whether your personal roboport is toggled on/off.

Q: What about stationary roboports?

If you're standing in range of a stationary roboport with construction robots, nanobots won't work (with "Disable in networks" enabled). This is intentional - let the stationary robots do the work.


Remote View and Space Exploration

Q: Nanobots stop when I use satellite/remote view?

Fixed in v5.8.2. Nanobots now use your character's physical surface and position. They continue working around your character while you view other locations remotely.

Q: Visualization square disappears during remote view?

Fixed in v5.8.2. The square now renders on your character's physical surface and stays in place during remote viewing.

Q: Does this work on Aquilo / Space platforms / Space Exploration?

Yes. All planets, platforms, and SE surfaces are supported.


Roboport Interface

Q: What is the Roboport Interface?

A special combinator (Logistic Network Interface) that lets you automate tasks using signals: chop trees, pick up items from ground, place tiles, deconstruct empty mining drills, catch fish. Connect it to your roboport network and send signals to trigger actions.

Q: What is "Reserve robots %" setting?

This setting is for the Roboport Interface feature only. It controls how many regular construction robots (NOT nanobots) to keep free in your logistic network:
- 0% = interface can use all robots
- 50% = keep half free for normal construction/repair
- 100% = don't use any robots (interface disabled)

This has nothing to do with nano-charges or the nano-emitter.


Visualization

Q: Why is the working area a square, not a circle?

The nanobot system searches a square area (for performance). The visualization accurately shows this square zone. Entities in all corners are processed.

Q: How do I see the working area?

Press Alt+N. A green square will appear around your character showing the nanobot range.


General

Q: How is this different from regular roboports?

Nanobots work anywhere without a logistics network, follow the player, support auto-defense, and require ammo. Roboports are stationary, have larger range, and don't need ammo.

Q: Does quality affect nanobot range?

Yes. Higher quality ammo = larger range. Normal is the base range (7-15 tiles depending on ammo type), and each quality tier adds +10% range.

Q: Is this multiplayer compatible?

Yes. Each player has an independent nanobot system with individual settings.

Q: Performance impact?

Minimal. The mod is megabase-optimized since v5.8.0 with unified on_tick handler, type-filtered entity search (up to 90% faster), settings caching, adaptive scanning, and smart multiplayer distribution.


Changelog

v5.8.2

  • Fixed remote view compatibility: all systems now use character's physical surface/position

v5.8.1

  • Fixed Auto-Defense consuming termite ammo
  • Added wrong ammo and empty ammo warnings with configurable interval
  • Active Emitter Mode support for Nano Monitor
  • Factorio 2.0 API audit: fixed get_upgrade_target/quality, revive(), get_contents(), pcall patterns

v5.8.0

  • 15 performance optimizations
  • Fixed ghost building (SafeEntity.revive Factorio 2.0 format)
  • Fixed config require error in auto_defense

v5.7.1

  • Fixed nanobots not working when personal roboport toggled OFF

v5.7.0

  • Statistics GUI (Alt+H), Combat Priority Mode, Auto-Enable on Combat
  • Adaptive Scan Interval, Low Nano Charge Warnings, Square Area Visualization

Credits

Original mod by Nexela. Updated for Factorio 2.0.

License

MIT License